#PokeroleSRD/Statblock ====== Yveltal ====== A **Dark/Flying** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Dark Aura** Increase 2 dice to all Damage Pools of Dark-Type Moves of all Pokemon in the field. This effect does not stack. Pokemon and Trainers on the field will not cooperate with each other. ===== Stats ===== ^**HP (8)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |14 |6 |6 |7 |7 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |7/7 |6/6 |6/6 |7/7 |6/6 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Hurricane** - //Flying Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+5//. **Effect:** Lethal. Roll 3 Chance Dice to Confuse the Foe. If Rain Weather in effect ignore this moves reduced accuracy. -2 Accuracy. * ☐ **Razor Wind** - //Normal Type// Special Move learned at //Master//. Targets //All Foes//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** High Critical. Charge. * ☐ **Taunt** - //Dark Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Tough+Intimidate//. **Effect:** The target Pokemon can only perform Damaging Moves and Evasion actions for the next 4 Rounds. * ☐ **Roost** - //Flying Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Insight+Nature//. **Effect:** Basic Heal. Until the User’s next action this Pokemon will be vulnerable to Ground Type moves. * ☐ **Double Team** - //Normal Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Dexterity+Evasion//. **Effect:** The User can now make up to 5 Evasions per Round. * ☐ **Air Slash** - //Flying Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** Roll 3 Chance Dice to Flinch the foe. * ☐ **Snarl** - //Dark Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Insight+Perform// with a damage pool of //Special+2//. **Effect:** Sound Based. Reduce the foe’s Special. * ☐ **Oblivion Wing** - //Flying Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+4//. **Effect:** Lethal. High Critical. * ☐ **Disable** - //Normal Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Insight+Channel//. **Effect:** The Target cannot use the last move it performed. Lasts 4 Rounds. * ☐ **Dark Pulse** - //Dark Type// Special Move learned at //Master//. Targets //Random Foe//. It’s Accuracy dice are //Insight+Channel// with a damage pool of //Special+3//. **Effect:** Targets random foe. Roll 2 Chance Dice to Flinch the foe. * ☐ **Foul Play** - //Dark Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //+3//. **Effect:** S.T.A.B of the user and Strength of the foe apply for this move’s damage. * ☐ **Phantom Force** - //Ghost Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+3//. **Effect:** Charge Move. While charging this Move, other Moves will not affect the user. If the Target made a Shielding Action the shield is destroyed and won’t have any effect. * ☐ **Psychic** - //Psychic Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** Roll 1 Chance Dice to Reduce the foe’s Sp. Defense. * ☐ **Dragon Rush** - //Dragon Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+4//. **Effect:** Roll 2 Chance Dice to Flinch the foe. -2 Accuracy. * ☐ **Focus Blast** - //Fighting Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+5//. **Effect:** Roll 1 Chance Dice to Reduce foe’s Sp. Defense. -2 Accuracy. * ☐ **Sucker Punch** - //Dark Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Priority 1. This move can only be used after the Target rolls a damaging move. * ☐ **Hyper Beam** - //Normal Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+6//. **Effect:** Must Recharge. Lethal. -1 Accuracy. * ☐ **Sky Attack** - //Flying Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+6//. **Effect:** Lethal. High Critical. Charge Move. Roll 3 Chance Dice to Flinch the foe. -1 Accuracy. * ☐ **Tailwind** - //Flying Type// Support Move learned at //Master//. Targets //Battlefield//. It’s Accuracy dice are //Insight+Nature//. **Effect:** For the Next 4 Rounds, Increase the Dexterity of the User and All Allies in the field by 2. * ☐ **Heat Wave** - //Fire Type// Special Move learned at //Master//. Targets //All Foes//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** Target all foes in Range. Roll 1 Chance Dice to Burn those affected. -1 Accuracy. * ☐ **Rain Dance** - //Water Type// Support Move learned at //Master//. Targets //Battlefield//. It’s Accuracy dice are //Special+Nature//. **Effect:** Rain Weather is activated for the next 4 Rounds. * ☐ **Defog** - //Flying Type// Support Move learned at //Master//. Targets //Battlefield//. It’s Accuracy dice are //Insight+Nature//. **Effect:** Remove all Barriers (ie. Light Screen, Reflect), Entry Hazards (Toxic Spikes, Stealth Rock, etc.), and Terrains (Misty Terrain, Electric Terrain, etc.) from the battlefield.